[CHALLENGE] (v4.3-ish 6/7/18) Refugee to Regent Kingdom Building Challenge

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What do you think of the Serf to Supreme Challenge?

  • City Construction Challenge was better!

    Votes: 9 7.0%
  • It's okay, but there's definitely room for improvement

    Votes: 35 27.1%
  • Give me my Electrics sooner!

    Votes: 14 10.9%
  • I enjoy the slow introduction of mods.

    Votes: 43 33.3%
  • I wish Element Animation would hurry up with the next episode.

    Votes: 24 18.6%
  • I love it!

    Votes: 51 39.5%

  • Total voters
    129

Gabry_R

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Jul 29, 2019
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Hey everyone :) Haven't played in a long while, but wanted to restart with this challenge. I wanted to use the Resonant Rise modpack, which seemed very suitable for it, but I can't seem to make it work with Custom NPCs, which is a fundamental part of the LP to me. Has anyone of you managed to do it?
 

Senseidragon

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May 26, 2013
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Are you getting a specific error? Usually they end up being enchantment/potion/biome id conflicts these days.
 

Senseidragon

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May 26, 2013
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Just checked in on recent Resonant Rise modpack, looks like they made it to 1.7.10. Installing just the base mods at the moment to see if I can get Custom NPCs running before any "era" mods are installed.
 

Senseidragon

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May 26, 2013
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ok, default 1.7.10 resonant rise with no eras or optional mods installed and then just adding Custom NPCs works just fine for me. Going to try adding "Medieval Complete" era now.
 

Senseidragon

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May 26, 2013
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Verified that Custom NPCs works with the Medieval Complete era installed. Can you provide more detail on what you tried and what didn't work?
 

Gabry_R

New Member
Jul 29, 2019
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Are you getting a specific error? Usually they end up being enchantment/potion/biome id conflicts these days.

Just checked in on recent Resonant Rise modpack, looks like they made it to 1.7.10. Installing just the base mods at the moment to see if I can get Custom NPCs running before any "era" mods are installed.

ok, default 1.7.10 resonant rise with no eras or optional mods installed and then just adding Custom NPCs works just fine for me. Going to try adding "Medieval Complete" era now.

Verified that Custom NPCs works with the Medieval Complete era installed. Can you provide more detail on what you tried and what didn't work?

Full install of RR + creeper collateral is not compatible with Custom NPCs just tried to add it myself

Thanks for taking the time to help me :) It doesn't seem like an ID conflict to me, if you want I can post the crash reports. Anyways I was trying to install it using no eras(mainline), all of the mods it selects when saying "select reccomended" +
-Damage Indicators
-Voxel Map
-Inventory Tweaks
-Artifacts
-Atum
-Decocraft
-Chococraft
-Pam's Harvestcraft

Could it be one of these mods causing the problem?

EDIT 3: Just remembered now, it may be important, the game doesn't crash immediately, but when I enter/create a world
EDIT: Also, did you add the mod through the launcher or just dropped it in the mods folder?
EDIT2: Btw, how's the era system? I don't really know how it works, but it looked interesting!
 
Last edited:
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TomeWyrm

New Member
Jul 29, 2019
898
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If your error looks like this?
Code:
Exception in thread "main" java.lang.ExceptionInInitializerError
  at net.minecraft.server.MinecraftServer.<init>(SourceFile:114)
  at lj.<init>(SourceFile:50)
  at net.minecraft.server.MinecraftServer.main(SourceFile:591)
Caused by: java.lang.IllegalStateException: failed to create a child event loop
  at io.netty.util.concurrent.MultithreadEventExecutorGroup.<init>(MultithreadEventExecutorGroup.java:61)
  at io.netty.channel.MultithreadEventLoopGroup.<init>(MultithreadEventLoopGroup.java:49)
  at io.netty.channel.nio.NioEventLoopGroup.<init>(NioEventLoopGroup.java:61)
  at io.netty.channel.nio.NioEventLoopGroup.<init>(NioEventLoopGroup.java:52)
  at ms.<clinit>(SourceFile:31)
  ... 3 more
Caused by: io.netty.channel.ChannelException: failed to open a new selector
  at io.netty.channel.nio.NioEventLoop.openSelector(NioEventLoop.java:128)
  at io.netty.channel.nio.NioEventLoop.<init>(NioEventLoop.java:120)
  at io.netty.channel.nio.NioEventLoopGroup.newChild(NioEventLoopGroup.java:87)
  at io.netty.util.concurrent.MultithreadEventExecutorGroup.<init>(MultithreadEventExecutorGroup.java:57)
  ... 7 more
Caused by: java.io.IOException: Unable to establish loopback connection
  at sun.nio.ch.PipeImpl$Initializer.run(Unknown Source)
  at sun.nio.ch.PipeImpl$Initializer.run(Unknown Source)
  at java.security.AccessController.doPrivileged(Native Method)
  at sun.nio.ch.PipeImpl.<init>(Unknown Source)
  at sun.nio.ch.SelectorProviderImpl.openPipe(Unknown Source)
  at java.nio.channels.Pipe.open(Unknown Source)
  at sun.nio.ch.WindowsSelectorImpl.<init>(Unknown Source)
  at sun.nio.ch.WindowsSelectorProvider.openSelector(Unknown Source)
    at io.netty.channel.nio.NioEventLoop.openSelector(NioEventLoop.java:126)

It's a really annoying error that appears to only be fixable by uninstalling all your security software and rebooting (at which point you can re-install your security software and reboot one more time... and probably should, because not having security software in this day and age is asking for trouble).

In any case, a copy of the fml-client-latest.log from right after it crashes next will probably be the most helpful.
 

TomeWyrm

New Member
Jul 29, 2019
898
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I like mods like that which give you an option to not have to go 50 thousand blocks to find biome X so you can get block Z. It's one of my biggest gripes about worldgen in general and limited worldgen in particular. I've made worlds that stretch into the gigabyte territory without finding cactus and/or sugar cane... don't even get me started on dungeon chests!

So sure, I probably won't play Vegan (Good intentions, but not something I can endorse or practice), but the ability to make things like a bed in that sheepless world (I've had some like that), or maybe get an ender pearl or three without having to go find an enderman. Maybe you're having a devil of a time finding a nether fortress and you just want to make a brewing stand? It doesn't replace industrial-level needs for things, but it does let you... ease the transition past certain tech gates.

In other news, maybe Maul would benefit from the help of a couple of dedicated editors to bring the current wiki back up to the level of the old wiki? Personally I miss the Really Big List format, but I like me a checklist :p
 

Senseidragon

Well-Known Member
May 26, 2013
703
319
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Pam's Simple Recipes mod and MineTweaker3 are pretty good at solving a lot of those annoying problems for me. I never did come up with a reliable way to solve the endangered-species-domestic-animal problem though. More often that not for me it is cows that I can't find. sheep and pigs galore. No cows.

...aaaand since I like doing the R2R challenge thing, the lack of initial leather gates my progress underground.

Edit: fixed some random capitalization issues.
 

Senseidragon

Well-Known Member
May 26, 2013
703
319
88
Could it be one of these mods causing the problem?

If it isn't an ID conflict, which usually prevents the game from starting at all, for me it then ends up being a rendering issue, a ticking event issue, or an NPE error once I get in game. Most of these are issues with a particular mod.
EDIT 3: Just remembered now, it may be important, the game doesn't crash immediately, but when I enter/create a world
Yep, sounds like it isn't an ID conflict for you at that point.
EDIT: Also, did you add the mod through the launcher or just dropped it in the mods folder?
I add mods into ATLauncher's download folder, then use the launcher to add the mod into a particular instance. I used to just drop mods in, but I found that this way gives me less grief when using ATLauncher. Personally, I prefer using MultiMC, but the packs over there kinda insist on initially being downloaded with ATLauncher. If I really like a pack, I usually manually convert it over to a MultiMC instance and play that way.
EDIT2: Btw, how's the era system? I don't really know how it works, but it looked interesting!
I thought it would be more interesting than it actually is, honestly. Basically it will enable a given subset of optional mods to give a particular flavor of available mods in-game. Medieval doesn't include a lot of the tech mods for example. Other than that, it really doesn't do much. Good concept though.
 

TomeWyrm

New Member
Jul 29, 2019
898
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They're apparently trying to theme it a bit more (I assume with HQM) in the near future. Personally I think it's a neat idea for a "custom" "standard" modpack. It's not "I'm playing RR3 with <list of 15 mods> added", it's "I'm playing RR3 mainline+medieval"

Fell a bit flat for me though because some of my favorite mods got split in eras. I've always been a magitek nut, if I don't have swords and sorcery next to railguns and wormholes? I feel somehow deprived in MC now.

Incidentally @Senseidragon The vegan option does have a leather replacement :) The only things Squeek doesn't have a replacement for are Nether Stars and the Dragon Egg. Everything else SHOULD be ore dictionaried (haven't actually started playing around with it) properly and work with most recipes. If it doesn't? That's what minetweaker is for! All hail the awesomeness that is Minetweaker!

Seriously, I can't play modpacks without it anymore. Essential for cross-mod integration and fixing those silly issues when you've got black dye, but you can't make, say, a Filler from BC because it takes only ink sacs (I think the recipe is ore dictionaried now, it was just a random example)

That kind of thing is going to be one of the main functions of my mod (assuming I ever get around to it) for me, fixing all the silly worldgen kind of problems. Making a purely vanilla overworld which will enable me to transition mod versions and maybe even minecraft versions without nearly as much annoyance and work (Just ask @The Mobius Archives he's transitioned 1.5 > 1.6 > 1.7.10. It's not an easy or simple task even with mIDas Gold and WorldEdit). So will building a bit smarter, but that's beside the point (only using building materials that won't spawn naturally, not building into the terrain partially). I think @keybounce was the first one to make me realize that shifting worldgen into the non-overworld was actually possible now, and it's a goal I've started to set for myself. Make a mod that will enable me to start all (or most) of those mods that have worldgen requirements without being as well... cheaty, as Ex Nihilo. It's a skyblock mod, it HAS to be cheaty.
Give the ability to make all kinds of things from various mods with some involvement and time so as to encourage the "usual" methods, but still enable me to progress in the mods without having any of their worldgen present.
The ability to craft Floral Fertilizer from Botania without having to have flowers spawned in-world first (probably as easy as making the vanilla flowers work with the mortar and pestle to make floral dye powder of appropriate colors).
Crafting Thaumcraft shards from gems or something in an involved in-world process (like a combination of TYNKYN's in-world alchemy and The Vegan Option's method of creating ender pearls).
I'm debating whether I want to make something to disable biome generation, or let them through. There are some mods (Ars Magica) that add biomes that seem completely pointless and are uglier than sin, and Biomes o Plenty seems to change the list of biomes every version, adding this one, subtracting this one. Maybe make a worldgen-less mod that lets me make a "BoP world" and a "Thaumcraft World" and a "Project Red world". Though I don't think forge would let me hook in that easily to disable worldgen for all but a specific mod into a specific dimension... and I'd hate having to hack in via ASM/reflection because that would change ALL the time.

Eh, it's all ideas right now anyway :)
 

Senseidragon

Well-Known Member
May 26, 2013
703
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How do you limit mod worldgen out of the overworld? Just blacklist DIM0 in the configs? I've heard of it being done, but don't recall offhand ever actually seeing it set up.
 

1SDAN

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Jul 29, 2019
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I've decided to try out this gamerule set after some consideration, could I have some mods that go well with this mode?
 

Senseidragon

Well-Known Member
May 26, 2013
703
319
88
What are your preferences? Are you more into the magic stuff, the tech stuff, tree-hugging farmer stuff, psycho-killer-villager-experimentation stuff, a little of everything? Different mods bring different things to your gameplay.

If you're into the zombie apocalypse type thing, throwing Infernal Mobs and Zombie Awareness together will keep you up at night. Throw in the Blood Moon from Random Things and maybe Lycanite's Mobs and you'll be lucky to last a week.

If you're more into survival challenges, throwing Hunger Overhaul and Spice of Life in with AgriCraft, GrowthCraft and/or Pam's HarvestCraft will have you whipping up various types of food in no time to stave off that insatiable hunger in your gut.

If you're into aesthetics, there are plenty of mods that help there. Mr. Crayfish, DecoCraft, Chisel, Carpenter's Blocks, Craft Heraldry and BiblioCraft all bring something interesting to the game.

Tech mods abound, from simple stuff like Progressive Automation and Better Beginnings to things like Tinker's Construct, Forestry, Buildcraft, Industrialcraft, GregTech, RotaryCraft, Ender IO, Applied Energistics, ComputerCraft, Open Computers, RFTools, Steve's Factory Manager, Mekanism -- heck, even Galacticraft has some interesting bits. There's more tech stuff available than you can shake a yeta wrench at.

Conversely, magic or magi-tech type mods are nearly as numerous. From things like Botany, Ars Magica, Blood Magic, Witchery and Thaumcraft to extra-dimensional stuff like Mystcraft, Twilight Forest, Tropicraft, The Erebus, or The Aether.

For RP fluff, you can add things like CustomNPCs, Helpful Villagers, Minions, Roguelike Dungeons or Ancient Warfare just to rattle off a few off the top of my head.

For Air and Sea travel, Archimedes Ships kinda-sorta works most of the time. :) I haven't looked at Flans in a while, but I hear it's good as well.

There are lots of worldgen options available with things like Biomes O'Plenty, ExtraBiomesXL, Alternate Terrain Generation, Highlands or maybe Realistic/Fun/Old World Generation.

You can go simple and primitive, or Cuckoo-for-Cocoa-Puffs crazy and over the top with what you want to include.

The challenge can be completed in a purely Vanilla minecraft style, or with whatever you want to toss in.

Disclaimer: I know I missed several hundred mods that could probably just has easily have been mentioned above. No offense intended if I didn't mention one of your favorites!

Sorry for the long post with no clear answer to your question, but it really comes down to what you like to play. For simplicity's sake, some people on the thread have just cranked up Direwolf20's pack and added/removed a couple of mods then dove right in to the challenge.

Edit: Regardless of what mods you decide fit what you're looking for, adding Fastcraft to your list of mods generally seems to be a good idea. It offers some often-significant performance improvements when playing with mods, and due to the mod author's wishes, you'll have to download and install that mod on your own - it isn't included with any existing public modpacks.
 
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TomeWyrm

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Jul 29, 2019
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It's all up to the individual, honestly. Tech mods, Magic Mods, Biome mods, aesthetic mods, minimaps, even character capability mods (Smart Movement and the like). Contained in the spoiler is basically the list that Maul gave on the old wiki, sorted alphabetically. I removed a couple confusing ones and added/corrected a few.
Additional Audio
Alchemine
Applied Energistics
Atomic Science
Backpacks
Better Bows
Better Storage
Better Wood
Bibliocraft
Biomes O Plenty
Buildcraft
Camping Mod
Carpenter's Blocks
Chest Transporter
Complex Machines
CraftHeraldry
Custom NPCs
Dimensional Doors
Dyeable Beds
Ender Storage
Enhanced Books
Extra Bees
Extra Buttons
Extra Doors
Extra Utilities
Factorization
Forestry
Gravity Gun
Gregtech
Hats
IC2 and IC2 Addons like Advanced (or Compact) Solars, Gravitation Suite, Nuclear Control, Charge Pads, and many MANY more
ICBM
Inventory Tweaks
Iron Chests
Jammy Furniture
Lanterns
Magic Bees
Magical Crops
MFFS
Millenaire
MineChem
Minecraft Comes Alive
Minecraft Graves
MineFactory Reloaded
Modular Powersuit
More Blocks
Morph, Hats, Back Tools
MrCrayFish's Furniture Mod
Natura
NEI, NEI Plugins, NEI Addons, NEI Integration, Thaumcraft NEI Plugin, Mystcraft NEI Plugin, Waila
Nether Ores
Nuclear Control
OmniTools
Portal Gun
Power Converters
Railcraft
Ropes+
Sim-U-Kraft
Somnia
Sorcery
Steve's Carts
Tall Doors/Drawbridges
Thaumcraft
Thermal Expansion
Tinker's Construct
Torched!
Traincraft
Twilight Forest
Underground Biomes
Universal Electricity

The sky's the limit!

Most people use packs similar in theme to Ultimate, Unleashed, Monster, Horizons, Resonant Rise, Big Dig, Direwolf20, and probably a bunch more that I don't know about or have forgotten. Admittedly most of us customize the pack somewhat. For instance as far as I'm aware basically everyone uses CustomNPC's.

My personal recommendations are to look at the requirements for each stage and see if there's mods that you would like to add to give yourself more to achieve or that give you inspiration.

Obviously get NEI and all the addons you find applicable (I can't play MC without NEI anymore).
A few magic mods and/or tech mods would be a good idea as well.

Popular choices for magic mods include Thaumcraft (with as many or few of the 20+ addons as you'd like), Blood Magic, Botania (Which I can't recommend enough), Ars Magica, Witchery, Magical Crops, Twilight Forest, Dartcraft, ChromatiCraft (more recently), Xenophobe's Reliquary mod, and Project E.

On the tech side, you've got BuildCraft, IndustrialCraft, MineFactory Reloaded, RotaryCraft, Project Red, Applied Energistics, Forestry, EnderIO, Extra Utilities (though that one feels more magitek to me), VSWE's "Steve" series of mods (Carts, Factory Manager, and Workshop), Logistics Pipes, OpenBlocks, ComputerCraft, OpenComputers, Thermal Expansion, and Tinker's Construct.

Then there's the utility mods like Backpacks, Builder's Guides, Compact Machines, JABBA, Greg's Lighting, iBench, Inventory Tweaks, Crafting Pillars, Torched, YALSM (Yet Another Leather Smelting Mod), WAILA (What Am I Looking At) and the like that add a couple of useful things to the world or your client capabilities.

Then there's mods like Morph, Smart Movement, Ropes+, WarpBooks, and even big mods like EnderIO, Galacticraft, Mystcraft, Enhanced Portals, Railcraft, Funky Locomotion, and MFFS that affect your movement in some way. Sometimes just you, sometimes other entities, sometimes blocks.

There are also the aesthetic mods, things like Chisel, Cosmetic Armor, Craft Heraldry, Bibliocraft, ForgeMicroParts, Tails, Morph, Extra Utilities, and probably a zillion more.

Obviously I'm going to plug the R2R helper mod by @Senseidragon Refugee to Regent Utilities. :)

Some of us play in 1.7, some in 1.6, someone might even still be playing in 1.4!

We'd be able to help more with specific issues than a general "what mods go with R2R" kind of question.
Like "I like to build pretty looking structures". Carpenters Blocks, Chisel, Extra Utilities.
"I like to adventure and explore": Chocolate Quest (Or is it actually Better Dungeons now?), Twilight Forest, Biomes o Plenty... um... someone else will probably be a bigger help on this one (I don't like exploration mods much)
"I like automating All The Things!" Botania, EnderIO, ComputerCraft, Steve's Factory Manager, Pneumaticraft, Thaumcraft, Applied Energistics, MineFactory Reloaded, Project E (Is it hard to figure out what I like doing :p)